/Engine/Plugins/Experimental/TextToSpeech/Source/TextToSpeech/Public/TextToSpeechEngineSubsystem.h
ActivateAllChannels
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TextToSpeech) void AddCustomChannel ( [FName](API\Runtime\Core\UObject\FName) InNewChannelId )